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[00:02] <eriktorbjorn> I wonder if this presentation is available anywhere. It would be interesting to hear what he actually said: http://www.polygon.com/2015/3/6/8162949/loom-sequel-telltale-double-fine-wadjet-eye
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[00:04] <GitHub23> [scummvm] dreammaster pushed 1 new commit to master: http://git.io/pJhA
[00:04] <GitHub23> scummvm/master 0deee07 Paul Gilbert: MADS: Fix map fade out when choosing a car destination
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[00:25] <GitHub20> [scummvm] dreammaster pushed 1 new commit to master: http://git.io/pUUL
[00:25] <GitHub20> scummvm/master 62d0071 Paul Gilbert: MADS: Animation fixes for scene group 8
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[01:21] <GitHub199> [scummvm] dreammaster pushed 1 new commit to master: http://git.io/pUsx
[01:21] <GitHub199> scummvm/master 1cb764b Paul Gilbert: MADS: Fix crash after installing cards in ship
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[01:26] <GitHub100> [scummvm] dreammaster pushed 1 new commit to master: http://git.io/pUZZ
[01:26] <GitHub100> scummvm/master 119c179 Paul Gilbert: MADS: Fix hand animations on Antigrav control panel
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[01:58] <GitHub6> [scummvm] dreammaster pushed 1 new commit to master: http://git.io/pU8a
[01:58] <GitHub6> scummvm/master a22d7f2 Paul Gilbert: MADS: Fix crash on leaving planeet
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[08:03] <eriktorbjorn> I don't suppose there's anyone here has the dutch version of Freddi Fish 2 mentioned in bug #6802. I wasn't able to reproduce it with my English version.
[08:11] <Kirben> I only have English versions, I wish GOG would add HE games, as they always offer multiple languages.
[08:11] <fuzzie> oh
[08:11] <fuzzie> which one is 2?
[08:11] <fuzzie> ah, haunted schoolhouse. don't think so..
[08:12] <fuzzie> ah, I do. apparently.
[08:14] <fuzzie> let me find a machine with a cd-rom drive.
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[08:20] <fuzzie> as usual this is trickier than it seems
[08:22] <eriktorbjorn> fuzzie: To find the computer, to find the correct version of the game, the reproduce the bug, or to fix it? ("All of the above" is also an acceptable answer.) :-)
[08:22] <fuzzie> to try and boot a machine with a cd-rom drive
[08:22] <eriktorbjorn> Ah.
[08:22] <fuzzie> since they are all covered in dust and terribly non-functional
[08:22] <fuzzie> however, I managed to convince my iBook.
[08:22] <fuzzie> whirrr, it goes.
[08:23] <eriktorbjorn> I couldn't imagine getting a computer without a CD drive. In fact, I'm using mine right now.
[08:23] <fuzzie> why on earth would you use one? :-)
[08:24] <fuzzie> In the last .. 3 years or so, I'm pretty sure I've *only* used CD drives for scummvm-related things.
[08:25] <eriktorbjorn> fuzzie: Right now it's for ripping an audio CD to MP3 that I plan to listen to when I go for a bike ride later today.
[08:25] <fuzzie> they still sell those? :-p
[08:25] <eriktorbjorn> Yes. Though in this particular case I had to order it from Germany to get it. :-)
[08:25] <fuzzie> (in fact I guess audio books are a very good reason, they're so inconvenient+expensive to buy online still)
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[08:27] <eriktorbjorn> fuzzie: Good guess, actually. It's the dramatisation of Dirk Gently's Holistic Detective Agency. I've been curious about that one for a while now.
[08:28] <fuzzie> scummvm: engines/scumm/object.cpp:113: void Scumm::ScummEngine::setOwnerOf(int, int): Assertion `obj > 0' failed.
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[08:30] <fuzzie> eriktorbjorn: you give bob the urchin and get control back without a crash?
[08:33] <eriktorbjorn> fuzzie: I don't know if I reproduced the circumstances of that savegame correctly, but if I try to give him a sea urchin without first talking to him, I just start talking to him.
[08:33] <eriktorbjorn> (And temporarily lose one sea urchin.)
[08:33] <fuzzie> if I give him a sea urchin in the provided save
[08:33] <fuzzie> then they start talking about the sea urchin
[08:34] <fuzzie> and o6_setOwner ends up being called with two zeros on the stack, so obj=0
[08:35] <eriktorbjorn> They start talking about buying a pulley. He says he wants five sea urchin, and Freddi gives him one.
[08:36] <fuzzie> yes, that :)
[08:36] <fuzzie> well, I don't get that far
[08:37] <eriktorbjorn> There are several calls to o6_setOwner(), with 'owner' being either 0 or 15, and 'obj' being a four-digit number.
[08:37] <fuzzie> I get to "the price is 5 sea urchins"
[08:37] <fuzzie> and then the assert triggers before they reply
[08:37] <fuzzie> so, script bug?
[08:37] <eriktorbjorn> That's possible, I guess.
[08:38] <fuzzie> I forgot how to descumm things
[08:39] <eriktorbjorn> Looks like I haven't yet bothered to compile descumm on this new computer. :-)
[08:39] <fuzzie> I have descumm, but no clue what to run it on:p
[08:40] <eriktorbjorn> I know you can use the -u option to dump scripts while the game is running, but I rarely know in advance what flags to use for descumm on those files.
[08:43] <fuzzie> okay, well I don't know the -u option :)
[08:45] <eriktorbjorn> For me, it creates files in a 'dumps' directory in the current directory. You may have to create that directory first, I don't remember.
[08:45] <fuzzie> ah, dump_scripts
[08:50] <Strangerke> hi guys
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[08:51] <fuzzie> so that works, but I guess looking at these scripts doesn't help me at all :-p
[08:53] <fuzzie> script-10 fishes out localvar1 from somewhere and indeed vm.localvar[_currentScript][1] is 0
[08:56] <fuzzie> vm.localvar[_currentScript][2] is 78, and that means it checks if var198 is set, and _scummVars[198] is 0, so it fails
[08:57] <fuzzie> "... } else if (dup[1] == 78) { if (var198) { localvar1 = ((1108 + var198) - 1) } } ..."
[09:00] <fuzzie> var198 seems likely to be the count of urchins so far
[09:00] <fuzzie> eriktorbjorn: any idea if that var198 check is in your script-10?
[09:02] <fuzzie> oh no, it's the count of urchins which we still owe, which means it should not be zero.
[09:02] <eriktorbjorn> fuzzie: Yes. I don't know the context, but that part at least appears to be identical to mine.
[09:02] <eriktorbjorn> Outside of the emporium, scumm_vars[198] is 4 for me, and I currently have four sea urchins.
[09:02] <fuzzie> I wonder where it's meant to get initialised. entry-39.dmp sets var198 to 5 only if it's already above 5.
[09:02] <fuzzie> eriktorbjorn: how many did you hand to bob?
[09:03] <eriktorbjorn> In that savegame, none yet. After giving him one, the variable changes to 3.
[09:04] <fuzzie> ok, so "we still owe" sounds like a sane theory.
[09:04] <fuzzie> so that variable shouldn't be zero I guess. :p
[09:04] <eriktorbjorn> I owe him four, so I'm guessing it's the number of sea urchins I'm carrying.
[09:04] <fuzzie> yes, sorry, I mean, what you said ;p
[09:05] <fuzzie> _scummVars[198] is indeed 1 in the savegame..
[09:05] <eriktorbjorn> So maybe I should have tried it while carrying only one?
[09:06] <fuzzie> maaaybe :)
[09:07] <eriktorbjorn> Ah, then it does indeed crash.
[09:07] <fuzzie> yay!
[09:08] Action: eriktorbjorn makes a note about that on the bug report.
[09:09] <fuzzie> room-39-201 is responsible for subtracting, and room-39-208 is the intro speech
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[09:11] <fuzzie> maybe it's running twice and the original engine just drops the first, hm
[09:14] <fuzzie> WARNING: setOwnerOf(0, 0)!
[09:14] <fuzzie> WARNING: setOwnerOf(0, 15)!
[09:14] <fuzzie> WARNING: setOwnerOf(1187, 0)!
[09:14] <fuzzie> WARNING: setOwnerOf(1187, 15)!
[09:14] <fuzzie> so: yes?
[09:16] <eriktorbjorn> I don't know.
[09:16] <fuzzie> I am adding a note :)
[09:18] <eriktorbjorn> I have to leave the computer and go for that bike ride soon, so I won't be looking at it for at least a while (and probably won't be able to figure it out anyway). Feel free to imagine https://www.youtube.com/watch?v=l8IkbCeZ9to is what's happening. :-)
[09:18] <fuzzie> it just needs a workaround :)
[09:18] <fuzzie> thanks
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[09:45] <eriktorbjorn> I know I was asking yesterday, but does anyone know any more details about the Loom post mortem at GDC? There were some tantalising details in http://www.polygon.com/2015/3/6/8162949/loom-sequel-telltale-double-fine-wadjet-eye so it would be fun to know more.
[10:00] <madmoose> eriktorbjorn: Hopefully there'll be video
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[10:04] <joostp> eriktorbjorn: you can get a GDC vault membership for just $495 per year :)
[10:26] <eriktorbjorn> joostp: Umm... no, thanks. :-)
[10:26] <eriktorbjorn> Well, let's hope that if it comes to pass, it turns out well. Because it doesn't always when so much time has passed since the original.
[10:31] <eriktorbjorn> And of course, the obvious next step would be to convince Marc Blank to finish The Golden Age Trilogy. :-)
[10:33] <eriktorbjorn> I.e. this one: http://www.mobygames.com/game/journey-the-quest-begins
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[13:22] <WooShell> good meowning =^.^=
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[15:13] <eriktorbjorn> Hmm... Technical problems at SourceForge, it seems.
[15:21] <wjp> Pretty much every weekend...
[15:25] <DrMcCoy> Pretty much always lately
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[18:12] <salty-horse> is there a way to tell configure to use sdl2? I can't fine one. I can point at an sdl-config DIR, but I have sdl-config and sdl2-config in the same dir, so it doesn't help
[18:12] <wjp> export SDL_CONFIG=sdl2-config
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[18:20] <salty-horse> wjp, thanks
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[19:05] <somaen> SDL_CONFIG=sdl2-config ./configure also works
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[19:07] <wjp> ...and any other way of setting env vars :-)
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[19:59] <Raziel^> dreammaster!!!
[20:00] <dreammaster> Hey Raziel. Thanks for the further reports. I'll get onto them once I fix showing the end credits after the end animation.
[20:00] <dreammaster> And of course, there are all the other outstanding bugs to fall back on afterwards. ;)
[20:00] <Raziel^> hehehe
[20:00] <Raziel^> kk
[20:00] <Raziel^> i'll be off to work at monday, so you get more time before i start sniffing them up again ;-)
[20:02] <dreammaster> That's all to the good, it'll give me a chance to polish everything off. And I suspect that tracking down the problem(s) in the sound code will take a big chunk of time in it's own right. :P
[20:03] <Raziel^> yeah, sound would be nice to have fixed...take your time ;-)
[20:03] <Raziel^> btw, the crash on leaving the planet is gone
[20:03] <Raziel^> but scummvm still silently quits
[20:04] <Raziel^> it shouldn't quit i assume, but take you back to the planets surface?
[20:04] <dreammaster> Yep. The game is meant to then launch the end credits after the ending animation.. in the original both the animation viewer and text viewer are separate applications, so I have to write the code to correctly chain between the animation viewer ending and starting the text viewer code
[20:04] <dreammaster> Then it's meant to go back to the main menu after the credits end
[20:05] <Raziel^> ah, so it's actually one of the seldom times i genuinly f***ed up and died?
[20:05] <Raziel^> thats pretty hard in this game :-)
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[20:07] <dreammaster> Well, depends. Currently, even if you succeed it simply exits. As I said, it's really meant to then show end credits and go to the main menu. So you may well have properly succeeded.
[20:07] <dreammaster> As long as you didn't get any animation of being destroyed by the ship up in orbit.
[20:07] <Raziel^> nope
[20:08] <Raziel^> there is still a hole in the canopy and his head explodes
[20:08] <Raziel^> i wouldn't call that winning
[20:08] <Raziel^> :-D
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[20:08] <dreammaster> Ah, so you still have to solve that last remaining puzzle. ;)
[20:09] <Raziel^> yeah
[20:09] <Raziel^> actually i still have to solve a lot of little riddles
[20:10] <Raziel^> damn dog...really thought he'd p**s off with the bones
[20:10] <dreammaster> Ah, yes. The little bastard! You'll have to figure out something else.
[20:10] <dreammaster> On the plus side, if you wasted your bones, there's another place you can find new ones
[20:10] <Raziel^> hmm
[20:10] <Raziel^> i think i haven't seen all of the game yet
[20:11] <Raziel^> too much bug hunting to do :-D
[20:12] <dreammaster> And I certainly appreciate it.
[20:12] <Raziel^> the nice thing is once i finish it and you fixed the difficulty setting i'd probably have another go at hard
[20:16] <dreammaster> The more testing the better :)
[20:18] <Raziel^> i think i'll have a look around again...maybe i find something new
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[20:32] <Raziel^> hah, new bug :-)
[20:34] <dreammaster> Surprise, surprise. :)
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[20:51] <Cheeseness> If anybody's interested, we're going to be chatting about Spy Fox 2 with one of the developers in about 10 minutes https://double-fine-game-club.github.io
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[22:01] <GitHub16> [scummvm] dreammaster pushed 1 new commit to master: http://git.io/ptKY
[22:01] <GitHub16> scummvm/master c80c74e Paul Gilbert: MADS: Refactoring of text/animation views to show outside game loop
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[22:15] <GitHub197> [scummvm] dreammaster pushed 1 new commit to master: http://git.io/ptX6
[22:15] <GitHub197> scummvm/master dacd7d4 Paul Gilbert: MADS: Correctly show main menu after showing credits
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[22:19] <GitHub81> [scummvm] dreammaster pushed 1 new commit to master: http://git.io/ptMg
[22:19] <GitHub81> scummvm/master 27b6ded Paul Gilbert: MADS: Fix Credits and Quotes option on the main menu
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[22:37] <GitHub198> [scummvm] dreammaster pushed 1 new commit to master: http://git.io/pt9E
[22:37] <GitHub198> scummvm/master d746070 Paul Gilbert: MADS: Fix not being able to leave hanger via teleporter
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[22:39] <GitHub27> [scummvm] dreammaster pushed 1 new commit to master: http://git.io/ptHI
[22:39] <GitHub27> scummvm/master adc5b5c Paul Gilbert: MADS: Fix animation for teleporting into conveyor belt scene
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[22:43] <GitHub73> [scummvm] dreammaster pushed 1 new commit to master: http://git.io/ptQv
[22:43] <GitHub73> scummvm/master a35aa07 Paul Gilbert: MADS: Fix crash looking at fishing rod in restaurant
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[23:33] <GitHub136> [scummvm] dreammaster pushed 1 new commit to master: http://git.io/pqeZ
[23:33] <GitHub136> scummvm/master 14a8bb5 Paul Gilbert: MADS: Fix a large number of incorrect animations
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[00:00] --- Sun Mar 8 2015